WTF Is? Material - Dot Product in Unreal Engine 4 ( UE4 )

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  • เผยแพร่เมื่อ 20 ก.พ. 2016
  • What is the Material: Dot Product Node in Unreal Engine 4
    Source Files: github.com/MWadstein/wtf-hdi-...

ความคิดเห็น • 18

  • @nightwalkerj
    @nightwalkerj 8 ปีที่แล้ว +2

    I've watched a few of your math node tutorials and I must say, I hope you keep making more tutorials as you have a really good way of explaining things to people like me who have a hard time grasping some of the uses and concepts behind these nodes.

  • @MCbobalexbob
    @MCbobalexbob 7 ปีที่แล้ว +6

    I wish i found this channel earlier

  • @ThinhNguyen_39
    @ThinhNguyen_39 3 ปีที่แล้ว

    I might come late but it's never too late! Great Channel!

    • @davidfruchtman5234
      @davidfruchtman5234 2 ปีที่แล้ว

      me comes7 years late to a party
      also me:Where is everybody?

  • @paulsovushkin1532
    @paulsovushkin1532 7 ปีที่แล้ว

    Thank you

  • @7ossamMr2011
    @7ossamMr2011 5 ปีที่แล้ว +1

    let me know what exactly did I misunderstand
    at @3:51 : subtract node gives us the vector(1)(direction) from cube's place to the camera's place and compare it with the Z direction(0,0,1)-vector(2). That direction from cube to camera is horizontal wherever it's looking unless it doesn't look up or down, so the projection of vector(2) on Vector(1) is 0 so it should gives red not green, and how is looking right and left changes the color it's still horizontal?

  • @morelloreanode
    @morelloreanode 10 หลายเดือนก่อน

    obviously,the calculation of dot production want to calculate color value of each minimum area depends on color value of each minimum area in material calculation.

  • @ZioYuri78
    @ZioYuri78 8 ปีที่แล้ว +1

    The new intro is :D

  • @Mega6501
    @Mega6501 6 ปีที่แล้ว +1

    Can I use this to see if enemy isn't facing the player or vice versa?

  • @IAMCARL
    @IAMCARL 7 ปีที่แล้ว +2

    From a gameplay perspective, how would this be used? Is there an advantage to calculating dot product instead of a line trace?

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  7 ปีที่แล้ว +7

      Generally when you use a Dot product versus a Line Trace is when you want to get an answer and performance matters. The Dot Product takes less resources to compute than the entire line trace. For example you could easily tell if something is facing something else by using the dot product on the normals of the 2 objects.
      Check out this website for some examples of what dot product is useful for www.gamedev.net/page/resources/_/technical/math-and-physics/practical-use-of-vector-math-in-games-r2968
      Basically you could use a line trace or a dot product but a dot product is quicker when doing some basic math to determine how things lie or where they might be in relation to something else.

    • @IAMCARL
      @IAMCARL 7 ปีที่แล้ว +2

      Thank you for the answer, Mat! I'm still trying to wrap my head around the dot product concept but with your video and explanation here, I'm starting to get it.

  • @yonjuunininjin
    @yonjuunininjin 7 ปีที่แล้ว +1

    I don't understand why you are using the up vector 0,0,1 and what the transformation from View Space to World Space does. If I just take the PixelNormal or VertexNormal everything works and I don't need to use the PowerNode.

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  7 ปีที่แล้ว +1

      There is more than one way to get the same result so doing it with the Pixel or Vertex normal might get your desired result as well. The Dot Product is normally a light weight and fast node to get a result compared to getting the pixel or vertex normals as something to keep in mind. The normals might not be a flat direction which is what I was using for this example as I just wanted a result from the flat surface of the object and not changed by a normal map that might have different angles. Because I used the normalize and ABS nodes I had to use a power node in order to get a result that was larger than 1 for this example.

    • @yonjuunininjin
      @yonjuunininjin 7 ปีที่แล้ว

      Don't get me wrong, I still used the Dot Product, I only changed the part with the 0,0,1 Vector that transforms from ViewSpace to WorldSpace and replaced it with Pixel/VertexNormal, because I have no idea what vector you are creating with that setup and thus wondering what values you get after the Dot Product that you have to use the PowerNode to make the red visible. Also, if your values are under 1 you won't get a result that is larger than 1 with a PowerNode, so also not sure what you are trying to tell me with your last sentence.

  • @andresestevez2701
    @andresestevez2701 2 ปีที่แล้ว

    un poco complicado cuando ves otra aplicación

  • @davidfruchtman5234
    @davidfruchtman5234 2 ปีที่แล้ว

    ToMaToEs?

  • @davidfruchtman5234
    @davidfruchtman5234 2 ปีที่แล้ว

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